Jaudalabs

Our Indie Game "BACK TO THE EGG"!

Recommended Posts

Jaudalabs    0

Hello together,
we are a small indie game development team from germany 🙂

Our couch-coop fantasy tower defense game called "BACK TO THE EGG!" recently got released as Early-Access title on Steam and we are trying our best to promote it.
First of all the entire feeling of the game is inspired by the Blizzard Universe. 

Play as an hero of the order, build your defense and try to survive as long as you can. Group up with your friend in the couch-coop mode for an extra challenge!

Maybe you want to take a look at it:
http://store.steampowered.com/search/?snr=1_4_4__12&term=back+to+the+egg

Currently we are already working on the next patch which will include persistent player profiles, armory and much more 🙂

We would be very happy about any kind of support!
Your feedback can affect the future development of the game.

Greets from germany,
The JaudaLabs Team 🙂

IMG_8502.JPG

IMG_8503.JPG

IMG_8504.JPG

IMG_8505.JPG

IMG_8506.JPG

IMG_8509.PNG

Share this post


Link to post
Share on other sites
Jaudalabs    0

Our new Patch is online!!! Saved player Profiles and weapon Upgrades!! Check it out and let us know what you guys think about it! 

Greetings, JaudaLabs Team 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Similar Content

    • By noodleBowl
      I've gotten to part in my DirectX 11 project where I need to pass the MVP matrices to my vertex shader. And I'm a little lost when it comes to the use of the constant buffer with the vertex shader
      I understand I need to set up the constant buffer just like any other buffer:
      1. Create a buffer description with the D3D11_BIND_CONSTANT_BUFFER flag 2. Map my matrix data into the constant buffer 3. Use VSSetConstantBuffers to actually use the buffer But I get lost at the VertexShader part, how does my vertex shader know to use this constant buffer when we get to the shader side of things
      In the example I'm following I see they have this as their vertex shader, but I don't understand how the shader knows to use the MatrixBuffer cbuffer. They just use the members directly. What if there was multiple cbuffer declarations like the Microsoft documentation says you could have?
      //Inside vertex shader cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; }  
    • By ilovegames
      Beat Spirit is a fun game in the Side-Scroller genre with elements of RPG. You'll have to fight the undead in different locations and under varying conditions. The playroom is generated, so you will always have to wait for something new and different. Earn gold and discover new things! The game is quite hardcore and unusual. Try something new
      Download https://falcoware.com/BeaterSpirit.php



    • By ilovegames
      You are a US Army soldier, and one day an unknown enemy attacked your base. Now your task is to survive and protect the base. There are a lot of weapons in your arsenal. Survive this nightmare at any cost. 
      Download https://falcoware.com/Defender.php
       



    • By ilovegames
      Hold out as long as possible in the "Arena of Death." Only your skill and the correct tactics of combat will help you survive in the Arena. Nine types of weapons are at your disposal, but remember that cartridges are limited and they need to be spent wisely. You must prioritize the position and the type of weapons in order to achieve victory.   Awaiting you:   - 9 types of weapons - Dynamic gameplay - Different types of opponents, with their own characteristics and weaknesses - Increasing complexity   Download https://falcoware.com/DeadArena.php


    • By Waldemar Umaniz

      Dawn of a Soul
      a mathematical puzzle game starring chains and combos.
      The main mechanics of the game are chains and combos. The rules are simpel (i hope :D), the player has to build chains of specific colors and combine them to get multiplier and to be able to build more chains and expand the combo. The multiplier are importand to get the highest possible score. In some puzzles the player has to alter the gamefiled, within limited number of moves and discover visual and mathematical pattern. But she/he need to keep them adaptable to new challenges and only then it will be possible to beat all 64 Puzzles.
      It will be released at 2. Okt. 2017 for Windows and Mac on Steam and itch.io
      dawnofasoul.com
      indieDB
       
       


  • Popular Now